/*
 * Copyright (c) 2010, okazoh_tk. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *  - Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 *  - Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *  - Neither the name of the copyright holder nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#include "alkes/tree3d/SimpleScene3D.h"

namespace alkes {

SimpleScene3D::SimpleScene3D()
: angle_(1.f)
, aspect_(1.f)
, znear_(0.f)
, zfar_(10.f)
, eye_(UVector3D(0.f, 0.f, 1.f))
, at_(UVector3D(0.f, 0.f, 0.f))
, up_(UVector3D(0.f, 1.f, 0.f))
{
}

SimpleScene3D::~SimpleScene3D()
{
}

void SimpleScene3D::setPerspective(float angle, float aspect, float znear, float zfar)
{
    setProperty(angle_, angle);
    setProperty(aspect_, aspect);
    setProperty(znear_, znear);
    setProperty(zfar_, zfar);
}

void SimpleScene3D::setLookAt(const Vector3D& eye, const Vector3D& at, const Vector3D& up)
{
    setProperty(eye_, eye);
    setProperty(at_, at);
    setProperty(up_, up);
}

bool SimpleScene3D::onPreRender(GraphicsContext& gc, Iterator& reverse_iter)
{
    bool need_to_render = Scene3D::onPreRender(gc, reverse_iter);

    if (need_to_render)
    {
        IRenderTarget3D* target = gc.getRenderTarget3D();

        if (target)
        {
            target->setPerspective(angle_, aspect_, znear_, zfar_);
            target->setLookAt(eye_, at_, up_);
        }
        else
        {
            need_to_render = false;
        }
    }

    return need_to_render;
}

bool SimpleScene3D::onPreUpdate(UpdateContext& uc, Iterator& reverse_iter)
{
    if (!onUpdate())
        return false;

    return Container::onPreUpdate(uc, reverse_iter);
}

}
